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TVG chats with Bedlam Games' Zandro Chan about the studio's upcoming action RPG, Dungeons & Dragons: Daggerdale...
If you like the idea of Dungeons & Dragons in theory but, in practice, just can't seem to get along with the myriad of rules, decadently-sided dice, and make believe of it all, then Dungeons & Dragons: Daggerdale could be right up your street. This digi-download title, pencilled in for release in the first half of this year across XBLA, PSN, and PC, takes the Dungeons & Dragons universe and comes over all Gauntlet with it. Developer, Bedlam has taken the D&D lore and poured a hearty chalice of action into its gullet, with 4 player online co-op and some gripping hack 'n slashery set to headline the experience. We sat down with Daggerdale's Creative Director, Zandro Chan to see what's in store...
Has it been a challenge to encapsulate the complex D&D rules within an action RPG framework?
Absolutely. We wanted to stay true to the D&D 4th Edition rules that we all know and love but at the same time we needed to adapt its complex systems to an action based moment-to-moment experience, balancing it across the character's growth path. We think the end result is an experience that is both deep with character experimentation and high intensity combat.
You've announced the human fighter, the elven rogue, the halfling wizard and the dwarven cleric so far. What sort of character customisation options will be available?
Players will be able to select their character and customize both the visual and functional aspects. Each character will have its own play style, graduating powers, armours, weapons and equipment. Players grow as they increase in levels; gaining strength and power in the different ability categories. Play strategies can be further explored by forming adventuring parties in co-operative online multiplayer.
How will combat work in the game?
The action at its core feels like a brawler. We wanted to talk advantage of the studio's core competencies and create satisfying combat against large hordes of creatures. Whether the player is using swords up close, sinking arrows into enemies from a distance or enveloping an area in fire using magic, every action is created with great detail. There are many different ways that a player can dispatch an enemy and we wanted to make sure that all of the core mechanics are as responsive and exciting as they can be. Players can also chain the different attack styles together to create unique combinations. When playing in groups, players that work together, choosing attacks that compliment the different characters on the team, will gain the advantage.
Can players affect the story and its out
come through their choices or actions?
The main story is linear and it is supported with a number of optional quests. Players will be building the trust of potential allies as they progress through the campaign, who will eventually fight on the side of the player.
Will you be able to switch between single-player and co-op gameplay on the fly? Can someone join in your adventure mid-game?
Yes. Players can freely join any quest in progress and drop out at anytime as well. The in-game AI manager dubbed "the Dungeon Master" will dynamically scale the difficulty and select the enemy's population based on the number of players, the level of the players and their classes.
Will you release further quests or characters as DLC down the line?
While we can't confirm anything right now, downloadable games lend themselves to modular content updates and add-ons very well. Having said that, the future of Daggerdale really rests in its fan base.
Will players be able to import their characters into future games?
Allowing players to be able to continue their adventure is something that is very exciting to us. In Daggerdale, we will be focusing on the character growth for the Heroic tier, which is the first 10 levels.
How might you extend the gameplay in a sequel?
There are many possible ways to expand the game experience of Daggerdale. Much like the table top game, additional content for Daggerdale may come in the form of D&D 'modules', extending the player's adventure with their characters into different lands filled with new creatures, treasures and lore.
What other games would you say are your influences in creating Daggerdale? 
The Balder's Gate: Dark Alliance series and the Gauntlet series are notable franchises we drew inspiration from. We also studied many brawling games, ones with a great feel for combat to ensure that we have the perfect touch and feel for our action. The biggest thing we drew from is of course the years and years of great content that make up the (D&D) Forgotten Realms. With such a large canvas of history, mythology and lore to draw from, we were never at a loss for great ideas.
Is Scratch: Ultimate DJ ever going to be released?
I can't really comment on Scratch development right now, but I can say that we are 100% focused on finishing Daggerdale.
TVG would like to thank Zandro Chan, the Creative Director of Dungeons & Dragons: Daggerdale, for taking the time to speak with us about the game, which is due out on XBLA, PSN, and PC later this year.
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Added:Wed 23rd Feb 2011 16:43, Post No: 1
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